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Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631)
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@@ -499,7 +499,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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staticSampler.MinLOD = 0.f;
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staticSampler.MaxLOD = 0.f;
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staticSampler.MaxLOD = D3D12_FLOAT32_MAX;
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staticSampler.ShaderRegister = 0;
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staticSampler.RegisterSpace = 0;
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staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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